How to weld something without changing one parts Orientation?

I want to make it so a part is attached to the Character (Lets say its feet), and i want the parts Orientation intact even if the character turns.

To go further in detail, I want to clone a part, weld it to the characters HumanoidRootPart (Welding isnt mandatory, i just want it to stick it on the character), and have its Orientation the same. The part is not collidable and not anchored.

This is the problem i have with Welds, they stick it but follow the players orientation which isnt what i want, and i dont know any alternatives. Is there a way to weld / stick something without having the parts Orientation be bothered?

Then, you shouldn’t be using welds, instead, just make the part follow the player:

part.Position = game.Players.LocalPlayer.Character.HumanoidRootPart.Position

and put the in a while loop or something.

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Im pretty sure the part would have a delay when following the character. I used RunService.Stepped to do that and it still has some latency.

I want the part to follow the character with no latency whatsoever

Things are going to have latency to some extent, but otherwise I cannot help you.

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You aren’t looking for welds, they hold two parts together in relative space. Consider AlignPosition.

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I found multiple ways to do this, just don’t use welds, instead you need to use Align Position or ball socket constraints, put either of these two inside the part you want to add to the character(I’ll call this part part 1), next put an attachment into the same part and then another attachment inside the humanoid root part(ill call this hmrp).

Then, using a script set the Attachment0 of the Align position or ball socket constraint to your part1s attachment and set attachment 1 to the hmrps attachment.
You should be able to change the orientation of part1 freely, without any change to the character

(If you used align position turn on the property called RigidityEnabled for no latency)